Action!/Schtick/Enhancement
Originally created for the Zombie! Campaign. Boosting your natural abilities through internal special effects. Biononics, genetic modification, sorcerous enhancement, daoist powers. These abilities have a lot in common with Unique schticks and Attribute schticks. Normal cost 20 points, boosters 5 points.
Enhancement[edit | edit source]
Technobabble: Standard effect is based on Fu with Passive Cost 3. Standard duration is Focus Sequences when Active.
General enhancement[edit | edit source]
Proficiency[edit | edit source]
One of the following abilities:
Passive: +3 EV modifier to Proficiency. or
Focus: +4 AV, +3 EV to Proficiency for Focus Sequences.
Primary Attribute[edit | edit source]
One of the following abilities:
Passive: +2 modifier to Primary Attribute. or
Focus: +7 modifier to Primary Attribute for Focus Sequences.
Secondary Attributes[edit | edit source]
One of the following abilities:
Passive: +3 modifier to Move or Initiative. or
Passive: +2 modifier to Wound Threshold, Shots, Presence, Focus points, Luck points or Power points. or
Focus: +7 modifier to Primary Attribute for Focus Sequences. or
=[edit | edit source]
Special Abilities[edit | edit source]
Sense Energy[edit | edit source]
Passive: You can sense all kinds of energies around you.
Control Energy[edit | edit source]
Action: Enhancement+Focus roll Diff 15 to gain +3 AV to your next roll. Focus: Gain a +d10 to an Enhancement roll.
Sense Falsehood[edit | edit source]
Passive: You can detect lies with a Interaction/Social+Empathy vs Difficulty [target's Deceit+Manipulation].
M.U.L.E.[edit | edit source]
Passive: Your Carrying Capacity is increased by a factor 4.
Fine Motor Control Feedback[edit | edit source]
Passive: Your